If you can't sell your junks in towns because they are broke, just remember villages all starts with 1k gold, you can help the economy by selling junks to villagers and buy things off town merchants
having 30 fps on sieges with a very old i5 2400, it was as good as it sounded indeedIt is. Not a single lag spike in that patch so far.
Previously I had to periodically watch low-resolution slideshows on sieges and frequent second-long freezes during field battles were the norm.
Using Intel i7-3770, by the way. The old work horse is still kicking.
From this AI need to
- Recalculate paths on events (ladder deployed/dropped, siege tower deployed, siege tower destroyed, gate broken, walls broken)
- Actually kill defenders rather than hanging around by the door.
Ya I noticed the same thing. I would craft multiple very high difficulty weapons multiple times and not a single xp gain.Anyone having an issue leveling up Smithing? I'm not seeing any xp gain from refining, forging or smelting.
End 2 Smithing 1
Riding and Athletics are leveling up np.
Caravans often or most of the time never arrives. It destroys the economy of the campaign. Bandit are raiding as never before and Caravans are too weak now! Dont know if this Was intended but it is weird imo
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0
Singleplayer
Crashes
Performance
- A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
- Fixed a crash occurred when executing prisoner heroes.
Save & Load
- VRAM usage was reduced by solving some memory leaks in the UI.
- Fixed some of the spikes in missions.
- Minor GPU memory usage reduction for the world map.
Localisation
- Skill Level is preserved when loading old version savegames.
Art
- Added traditional Chinese.
- Some grammar mistakes are corrected and some typos fixed.
- Improvements, additions and corrections for Turkish and Simplified Chinese translations.
UI
- Fleeing points for AI were added to battle terrains.
- Fixed misplaced textures and added better-looking elements to the shop stands.
- Fixed some visual issues in one of the aserai villages.
- Fixed Vlandian Vanguard shield banner issue.
- Fixed certain visual glitches that appear when rendering blood on flora.
- Added three new items for crafting - one scabbard for swords and two blades for spears.
- Fixed some problems on crafting items.
Battles and Sieges
- Fixed a bug where map notifications were sometimes lost without being shown to the player.
Combat AI
- When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
- Missiles can now pass through between siege ladders' steps.
- Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Character Development System
- A critical bug that caused AI in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
- A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed
- Incorrect ordering of mission behaviours caused a team's general to be deselected at the “choosing formation to lead” stage of army sieges. This was fixed.
- AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
- Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
- Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Clan and Party
- Changed Skill XP increase formula to 10 + skill level.
- Fixed an issue in char creation where switching to female from male and back would reset all beard and other male-only properties.
Economy and Trade
- Companions now come with cheap items with modifiers, so they are easier to recruit.
Crafting
- Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Settlement Actions (Town, Village, Castle and Hideout)
- Fixed a bug where crafted items could have different stats then shown during creation.
- Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Quests & Issues
- Boosting construction now adds 50 construction rather than x2 construction speed
- Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
- Fixed a bug that made the settlement project's completion time negative.
Other
- Family Feud quest related fixes/improvements.
- Bugs
- Fixed a bug that causes quest dialogues to disappear after Save & Load.
- Fixed a bug that causes a quest NPC to not spawn in the target village.
- Improvements
- Added/Changed some dialogue texts.
- Added/Changed some log entries.
- If the player dismisses the quest NPC from their party, the quest will fail.
- The Spy Among Us (The Spy Party) quest related fixes/improvements.
- General
- Quest title is changed to "The Spy Among Us"
From now on, players can activate the quest even if the quest giver is inside an army.- Fixes
- Fixed a bug that changes face keys of spy candidates.
- Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
- Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
- Improvements
- The spy will scale up according to the player's skills.
- Added better battle equipment for the spy.
- Added/Changed some dialogue texts.
- The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
- Added visual trackers for the spy candidates (Default: "Alt" key).
- Issue duration was changed from 35 days to 5 days.
- Lord Needs A Tutor quest related fixes/improvements.
- Fixes
- Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
- Fixed a bug that causes the quest giver and the quest NPC to be the same person.
- Improvements
- Added/Changed some log entries.
- If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
- Lord Wants Rival Captured quest related fixes/improvements.
- Fixes
- Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
- Fixed a bug that causes duplicate/empty log entries.
- Improvements
- Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
- Minor fixes for Headman Needs Grain issue.
- Further issue quest dialogue improvements.
- Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Multiplayer
- Overhauled equipment of minor factions to better fit their characteristics.
- When we entered a town scene for the second time, guards were missing. This was fixed.
- Fixed the colour of the player's companion portraits when we enter a hostile settlement
- Made the player's brother a bit younger.
- Fixed a bug that caused prisoners to become governors.
Audio
Server & Network
- Added notification shouts to certain events (like the distant shout when someone captures a flag).
Both
- Fixed issues related to requesting to join a custom game that is ending.
- Fixed issues caused by multiple party members requesting to join a game at the same time.
- Fixed some rare cases of disconnections from the Lobby.
Performance
Art
- Major CPU performance improvements on both field and siege battles.
- Minor performance improvements on multi-core usage.
Audio
- Fixed beards protruding from helmets.
Known Issues
- Minor improvement on sounds playing delayed on slower HDDs.
- Audio performance improvements for older CPUs.
- Removed clicks and pops from boulder impact sounds.
- Some volume changes for ambient sounds.
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
Why is my enemy (enemy lord, lady or king) sitting,living in my city
Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0
Singleplayer
Crashes
Performance
- A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
- Fixed a crash occurred when executing prisoner heroes.
Save & Load
- VRAM usage was reduced by solving some memory leaks in the UI.
- Fixed some of the spikes in missions.
- Minor GPU memory usage reduction for the world map.
Localisation
- Skill Level is preserved when loading old version savegames.
Art
- Added traditional Chinese.
- Some grammar mistakes are corrected and some typos fixed.
- Improvements, additions and corrections for Turkish and Simplified Chinese translations.
UI
- Fleeing points for AI were added to battle terrains.
- Fixed misplaced textures and added better-looking elements to the shop stands.
- Fixed some visual issues in one of the aserai villages.
- Fixed Vlandian Vanguard shield banner issue.
- Fixed certain visual glitches that appear when rendering blood on flora.
- Added three new items for crafting - one scabbard for swords and two blades for spears.
- Fixed some problems on crafting items.
Battles and Sieges
- Fixed a bug where map notifications were sometimes lost without being shown to the player.
Combat AI
- When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
- Missiles can now pass through between siege ladders' steps.
- Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Character Development System
- A critical bug that caused AI in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
- A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed
- Incorrect ordering of mission behaviours caused a team's general to be deselected at the “choosing formation to lead” stage of army sieges. This was fixed.
- AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
- Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
- Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Clan and Party
- Changed Skill XP increase formula to 10 + skill level.
- Fixed an issue in char creation where switching to female from male and back would reset all beard and other male-only properties.
Economy and Trade
- Companions now come with cheap items with modifiers, so they are easier to recruit.
Crafting
- Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Settlement Actions (Town, Village, Castle and Hideout)
- Fixed a bug where crafted items could have different stats then shown during creation.
- Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Quests & Issues
- Boosting construction now adds 50 construction rather than x2 construction speed
- Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
- Fixed a bug that made the settlement project's completion time negative.
Other
- Family Feud quest related fixes/improvements.
- Bugs
- Fixed a bug that causes quest dialogues to disappear after Save & Load.
- Fixed a bug that causes a quest NPC to not spawn in the target village.
- Improvements
- Added/Changed some dialogue texts.
- Added/Changed some log entries.
- If the player dismisses the quest NPC from their party, the quest will fail.
- The Spy Among Us (The Spy Party) quest related fixes/improvements.
- General
- Quest title is changed to "The Spy Among Us"
From now on, players can activate the quest even if the quest giver is inside an army.- Fixes
- Fixed a bug that changes face keys of spy candidates.
- Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
- Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
- Improvements
- The spy will scale up according to the player's skills.
- Added better battle equipment for the spy.
- Added/Changed some dialogue texts.
- The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
- Added visual trackers for the spy candidates (Default: "Alt" key).
- Issue duration was changed from 35 days to 5 days.
- Lord Needs A Tutor quest related fixes/improvements.
- Fixes
- Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
- Fixed a bug that causes the quest giver and the quest NPC to be the same person.
- Improvements
- Added/Changed some log entries.
- If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
- Lord Wants Rival Captured quest related fixes/improvements.
- Fixes
- Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
- Fixed a bug that causes duplicate/empty log entries.
- Improvements
- Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
- Minor fixes for Headman Needs Grain issue.
- Further issue quest dialogue improvements.
- Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Multiplayer
- Overhauled equipment of minor factions to better fit their characteristics.
- When we entered a town scene for the second time, guards were missing. This was fixed.
- Fixed the colour of the player's companion portraits when we enter a hostile settlement
- Made the player's brother a bit younger.
- Fixed a bug that caused prisoners to become governors.
Audio
Server & Network
- Added notification shouts to certain events (like the distant shout when someone captures a flag).
Both
- Fixed issues related to requesting to join a custom game that is ending.
- Fixed issues caused by multiple party members requesting to join a game at the same time.
- Fixed some rare cases of disconnections from the Lobby.
Performance
Art
- Major CPU performance improvements on both field and siege battles.
- Minor performance improvements on multi-core usage.
Audio
- Fixed beards protruding from helmets.
Known Issues
- Minor improvement on sounds playing delayed on slower HDDs.
- Audio performance improvements for older CPUs.
- Removed clicks and pops from boulder impact sounds.
- Some volume changes for ambient sounds.
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
I'm into the latest Beta open on Steam, it seems that weapon parts from crafting are locked into MP. weird stuff.
Also, I was dabbling with crafting, obviously, and I've noticed that when you hit a critical crafting (negative or positive) all the subsequent items using the same parts inherit the first item values.
Well 6 looters killed 3 troops in my 60 men army out of which 1 was vlandian sharpshooter and other was fion champion..ridiculousSeems like Looters are deadly in auto-calc now and will kill your units. Doesn't look like it was mentioned in the changelog.
Leveling troops seems a bit more tedious now since we don't have a training skill.
Save & Load
- Skill Level is preserved when loading old version savegames.
The timer was removed for after you have made a choice to support a side. It keeps ticking if you haven't chosen to support a side.Quest Failed after 10 years. I thought this was patched?
We are working on a fix for that. It should come SoonTM.New playthrough with e1.2.0 and it seems that the economy is broken... Every town is sitting on 3 gold
Well 6 looters killed 3 troops in my 60 men army out of which 1 was vlandian sharpshooter and other was fion champion..ridiculous
I fear auto resolving with looters so much now
Thanks for the reply!The timer was removed for after you have made a choice to support a side. It keeps ticking if you haven't chosen to support a side.
We are working on a fix for that. It should come SoonTM.
We are working on a fix for that. It should come SoonTM.